Magic_Game/core/Common/Scene.cpp

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#include "..\e2dbase.h"
#include "..\e2dnode.h"
#include "..\e2dmanager.h"
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e2d::Scene::Scene()
: _autoUpdate(true)
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, _root(nullptr)
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{
_root = new (e2d::autorelease) Node();
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_root->retain();
_root->_setParentScene(this);
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}
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e2d::Scene::~Scene()
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{
}
void e2d::Scene::_render()
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{
_root->_render();
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if (Game::getInstance()->getConfig().isColliderVisiable())
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{
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// <20>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
Renderer::getInstance()->getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD>ͼ<EFBFBD><CDBC>
_root->_drawCollider();
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}
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}
void e2d::Scene::_update()
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{
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// ִ<><D6B4> onUpdate <20><><EFBFBD><EFBFBD>
if (_autoUpdate)
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{
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this->onUpdate();
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}
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// <20><><EFBFBD>¸<EFBFBD><C2B8>ڵ<EFBFBD>
_root->_update();
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}
void e2d::Scene::setAutoUpdate(bool bAutoUpdate)
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{
_autoUpdate = bAutoUpdate;
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}
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void e2d::Scene::add(Node * child, int order /* = 0 */)
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{
_root->addChild(child, order);
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}
void e2d::Scene::add(const std::vector<Node*>& nodes, int order)
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{
for (auto node : nodes)
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{
this->add(node, order);
}
}
bool e2d::Scene::remove(Node * child)
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{
return _root->removeChild(child);
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}
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std::vector<e2d::Node*> e2d::Scene::get(const String& name) const
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{
return _root->getChildren(name);
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}
e2d::Node * e2d::Scene::getOne(const String& name) const
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{
return _root->getChild(name);
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}
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const std::vector<e2d::Node*>& e2d::Scene::getAll() const
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{
return _root->getAllChildren();
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}
e2d::Node * e2d::Scene::getRoot() const
{
return _root;
}
void e2d::Scene::onDestroy()
{
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GC::safeRelease(_root);
}